Elf

Coreyographed's page

Organized Play Member. 18 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS


Hey everyone,

My friends and I will be starting a new Starfinder campaign (not immediately, but it's on the docket) and I was wondering if people with more Starfinder experience than me could help point out possible flaws in this build or things I may not be aware of from lack of playing.

The build: Suli Solarian 5 (Theme: Solar Disciple)
Str: 16 (18 at 5)
Dex: 14 (16 at 5)
Con: 10
Int: 10
Wis: 11 (13 at 5)
Cha: 12 (14 at 5)

Feats:
Lv 1: Heavy Armor Proficiency
Lv 3: Weapon Focus (Advanced Melee Weapons)
Lv 5: Enhanced Resistance (Kinetic)

Stellar Revelations:
Lv 2: Stellar Rush
Lv 4: Plasma Sheath

Credits to spend (to my knowledge): 9000 as per CRB
Golemforged Plating III (5500 Credits)
Mk I Personal Upgrade +2 Strength (1400 Credits)
Called Starknife (230 Credits)
Personal Comm Unit (7 Credits)
Grappler & 100ft Titanium Cable (750 Credits)
Z-Boson Crystal, Shard (115 Credits)
Soulfire Weapon Fusion Seal (120 Credits)

Credits Remaining: 878 Credits

The other feats I would like to take are:
Nimble Moves (Lv 7)
Step Up (& Strike) (Lv 9? & 11?)
Penetrating Attack (Lv 13)

Other Revelations I am planning on taking:
Glow of Life, Blazing Orbit, Soul Furnace, Burn Enchantment, Hypnotic Glow, Ultimate Photon, roughly in that order

My character has a phobia of black holes and thus is uneasy taking any Graviton Revelations out of fear, so I'm intentionally avoiding them unless he works his way through it in the story.


I posted this question on the PF Reddit and haven’t really found anything conclusive yet. Here’s a link: https://www.reddit.com/r/Pathfinder_RPG/comments/cd7kgf/question_about_dual _strike_prerequisites/?utm_source=share&utm_medium=ios_app

Here’s the info for the Dual Strike combat trick:

Dual Strike

Prerequisites: Double Slice, Improved Vital Strike

As a standard action, you can make two attacks, one with each weapon you wield, applying the penalties for two-weapon fighting to each.

My question is this: Why is IVS a prerequisite when it cannot even be used in conjunction with this feat as they are conflicting standard actions? Why would VS and IVS be needed for this, especially with how feat intensive TWF is already.

Is this a typo? Are the prerequisites supposed to be Double Slice and Improved Two Weapon Fighting? That’s he only thing I can find that makes sense to me. Does anyone have any clarification on this?


That makes sense


Hey everyone,

I'm building a Changeling Inquisitor and I'm wondering what witch spells you would recommend for each level. I would like to prioritize spells that aren't already on the Inquisitor spell list, obviously, but I'd love to hear other suggestions in addition to what I have already been looking at.

My first initial thought is Ill Omen for a first level spell and possibly Pox Pustules or Psychic Leech as the second level choice. Thoughts?

If it matters, my build is a two-weapon fighting finesse build that can also serve as a serious debuffer but mainly is a skill monkey and "rogue" of the party.


Thanks for the quick response! We aren’t going through an AP, we are doing a homebrew campaign that focuses on the occult and dark magic. Lots of undead and constructs so far. Expecting devils and demons down the line.

Is the kinetic blade line worth it? Sorry, seen several people recommend it, so I was just wondering. Also, is wood actually that good compared to the others? I haven’t heard many glowing reviews of wood so far, so I don’t mean for that to come off the wrong way.


Hey everyone,

I'm making a new character for my friend's Pathfinder campaign, and I really like the idea of a Tiefling Kineticist. Problem is, I'm having trouble seeing what's going to be best for the group as a whole. Our party is a human fighter, a dhampir alchemist (vivisectionist archetype), and a tengu cleric (focus on necromancy). I will be coming in at level 6, and I'm trying to figure out what's going to be the best for the group while still feeling like I'm contributing a lot. There will also be another player joining us (not sure what she's playing yet).

What I've got so far for a statline is this: (15 Point Buy)
Tiefling (Hellspawn) Kineticist 6
Str: 7
Dex: 17
Con: 18 (+1'ed at level 4)
Int: 10
Wis: 12
Cha: 7

I don't want to just be a blaster, I'd like to have some good utility too since we lack an arcane caster. I'm thinking maybe starting with the air element and then moving to aether next level, but will that really be very effective? I have absolutely no experience with the kineticist. I've never seen it played, I've never DM'ed one, I've never played one, I've never been a player in a group with one, etc.

I have read N. Jolly's Guide and gone to RPGBot as well, but I'm still somewhat hesitant to trust guides entirely. Does anyone some experience with this class to know what does work and what doesn't work? I'm open to all sorts of suggestions. Thank you!


Hey all, I'm relatively new to the forums. I lurk a lot, but I haven't made very many posts.

Anyway, introductions aside, my favorite core class has always been the ranger. It was the first class I ever played back in the 3.5 days, and I was excited to see it get a facelift in Pathfinder, but it still felt...off. There was still something missing to me that made the ranger seem less potent than it could be. I know a lot of people may not agree with me, but I think that the ranger deserves better, so I wanted to share with you guys my idea for a homebrew unchained ranger that kind of cleans up and advances some of its abilities while adding some new toys in its arsenal.

Here is the link to my working prototype: Unchained Ranger

Here is a short summary of some things that have been changed.

Favored Enemy:
--Scales at a slower rate, but all favored enemies receive same bonus
--Shortened the list of favored enemies and grouped them

Quarry:
--Moved up to level 2
--Doubles favored enemy bonus on one foe per day as move action

Survival Feats:
--Added bonus feats to act as increased durability and defensive options

Favored Terrain:
--Scales at a slower rate, but all favored terrains receive same bonus

Hunter's Bond:
--Companions: Can give allies his favored enemy bonus as a move action
--Animal: Full list available to druid and has full druid level progression

Spells:
--No Caster Level until level 4, but his caster level becomes equal to his ranger level upon reaching level 4

Pack Hunter:
--Ranger receives bonus teamwork feats
--If his hunter's bond is with his allies, he can grant these teamwork feats to some of his allies as a move action
--If his hunter's bond is with his animal companion, the companion automatically receives these teamwork feats

Evasion:
--Moved Evasion up to level 5

Improved Quarry:
--Moved up to level 9
--Activate Quarry as a move or standard action
--Gain dodge bonus to AC equal to favored enemy bonus against his quarry

Camouflage:
--Moved up to level 9

Advanced Survival:
--Gains special abilities at level 13 based on favored terrains

Master Hunter:
--DC = 10 + 1/2 ranger level + favored enemy bonus
--Can be used #of times per day equal to amount of favored enemy types possessed.

I realize I probably have a long way to go before this is balanced, but I was wondering if any of you had suggestions for things to alter to help it out. The thing I'm the sketchiest on is the survival feats. They're a nice slight bonus, but they don't really seem to do anything extensive. Suggestions appreciated!


Yeah, it's not an optimized campaign. Flavor is king with this DM, but I still want to make it something good to see if it's interesting


Del_Taco_Eater wrote:
Coreyographed wrote:
The thing is though, I won't get natural weapons aside from my unarmed strikes as being a monk. The Aspect of the Beast ability lets me choose one of the abilities listed, and I would take the Initiative and Survival boost. The Ranger fighting style just happens to be called Natural Weapon
Im confused, didn't you say you wanted to focus on natural weapons? Where are they coming from?

Sorry, poor phrasing on my part. I will be taking feats from the Natural Weapon fighting style that the Ranger offers, but I won't actually gain any natural weapons.


The thing is though, I won't get natural weapons aside from my unarmed strikes as being a monk. The Aspect of the Beast ability lets me choose one of the abilities listed, and I would take the Initiative and Survival boost. The Ranger fighting style just happens to be called Natural Weapon


Klorox wrote:
You're aware that natural weapons, such as the claws developed from aspect of the beast, don't benefit from the monk's unarmed combat damage and flurry, right?

I was going to choose the Wild Instinct path from Aspect of the Beast.

Also, I am a little confused by the phrasing of your question. Under the section of Unarmed Strike for Unchained Monk, it says, "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

I might just be missing something, but it seems like it fits.


So, I'm building a level 3 character for my friend's PF campaign, and I've had the idea of a Ranger/Monk Multiclass in my head for a while. Here's what I have so far:

Race: Half-Elf (Dual-Minded)
Class: Ranger (Wild Hunter/Skirmisher) 2 / Unchained Monk 1

Stats: (15 Point-Buy)
Str: 16 (14+2)
Dex: 15
Con: 12
Int: 8
Wis: 15
Cha: 7

Feats: Power Attack (lv1)
Aspect of the Beast (Ranger Fighting Style: Natural Weapon)
Dodge (Monk lv1)
Deflect Missiles (lv3)

This is still in the works, and any help would be very much appreciated. I definitely want to stick with natural weapons and unarmed strikes, though


Updated


Notice: Moved this post over to the Suggestions/Homebrew Section


Mystic Hunter

I have created a Hybrid Class between the Ranger and the Monk, and I was wondering if it seems to be balanced. I want to introduce it in my game, but I don't want it to be TOO powerful.

If you have any advice or comments, go ahead and let me know! Anything helps!


Mystic Hunter

I have created a Hybrid Class between the Ranger and the Monk, and I was wondering if it seems to be balanced. I want to introduce it in my game, but I don't want it to be TOO powerful.

If you have any advice or comments, go ahead and let me know! Anything helps!


That's fair. I was mainly worried about making it too powerful right out of the gate since some of the Paladin abilities seem very strong on paper. Would it help if I used the Paladin spell list instead of the Rangers, but with the Wisdom modifier instead of Charisma? I don't want it to be too MAD


Hey all,

I'm new to the Pathfinder Message Boards and Homebrewing in general, but I was hoping that I could get some feedback on the Hybrid class that I made. It is a hybrid between the Ranger and the Paladin, my two favorite classes.

Any input would be appreciated!

Thank you!

https://drive.google.com/open?id=0BzJzNNAl34v8Vk9CNWhaSTBYYVU